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Cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Source: Player's Handbook

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

Cleric Class Table

LevelProficiency BonusFeatures1st2nd3rd4th5th6th7th8th9th
1st+2
  • Spellcasting
  • Divine Domain
2--------
2nd+2
  • Channel Divinity
  • Turn Undead
  • Harness Divine Power
  • Divine Domain Feature
3--------
3rd+2
    42-------
    4th+2
    • Cantrip Versatility
    • Ability Score Improvement
    43-------
    5th+3
    • Destroy Undead
    432------
    6th+3
    • Channel Divinity (x2)
    • Harness Divine Power (x2)
    • Divine Domain Feature
    433------
    7th+3
      4331-----
      8th+3
      • Cantrip Versatility
      • Destroy Undead
      • Blessed Strikes
      • Divine Domain Feature
      • Ability Score Improvement
      4332-----
      9th+4
        43331----
        10th+4
        • Divine Intervention
        43332----
        11th+4
        • Destroy Undead
        433321---
        12th+4
        • Cantrip Versatility
        • Ability Score Improvement
        433321---
        13th+5
          4333211--
          14th+5
          • Destroy Undead
          4333211--
          15th+5
            43332111-
            16th+5
            • Cantrip Versatility
            • Ability Score Improvement
            43332111-
            17th+6
            • Destroy Undead
            • Divine Domain Feature
            433321111
            18th+6
            • Channel Divinity (x3)
            • Harness Divine Power (x3)
            433331111
            19th+6
            • Cantrip Versatility
            • Ability Score Improvement
            433332111
            20th+6
            • Divine Intervention (x2)
            433332211

            Hitpoints

            Hit Dice: 1d8 per Cleric level

            Hit Points at 1st Level: 8 + your Constitution modifier

            Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st

            Proficiencies

            Armor: Clerics are proficient with Light Armor, Medium Armor, and shields.

            Weapons: Clerics are proficient with all simple weapons.

            Tools: Clerics are not proficient with any tools.

            Skills: Choose two skills from History, Insight, Medicine, Persuasion, and Religion.

            Saving Throws: Wisdom, Charisma

            Equipment

            • (a) a scale mail, (b) a leather armor, or (c) a chain mail
            • (a) a warhammer or (b) a mace
            • (a) a light crossbow and 20 bolts or (b) any simple weapon
            • (a) a priest's pack or (b) an explorer's pack
            • A shield and a holy symbol

            Spellcasting

            As a conduit for divine power, you can cast cleric spells.

            Spellcasting Ability

            Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

            Spellcasting Ability: Wisdom

            Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier

            Spell Attack Modifier: your proficiency bonus + your Wisdom modifier

            Spellcasting Focus

            You can use a holy symbol as a spellcasting focus for your Cleric spells.

            Spell List

            The Cleric class can cast spells from the Cleric Spells Spell-list.View Spell List ->

            Casting Spells

            The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

            Preparing Spells

            You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

            Cantrips

            1
            4
            10

            At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

            Ritual Casting

            You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

            Class Features

            Subclass: Divine Domain

            1
            2
            6
            8
            17

            At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

            SubclassDescription
            Forge DomainThe gods of the forge are patrons of artisans who work with metal.
            Knowledge DomainThe gods of knowledge value learning and understanding above all.
            Death DomainThe Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures.
            Grave DomainClerics of the Grave Domain seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures.
            Life DomainThe Life domain focuses on the vibrant positive energy that sustains all life, sustaining their allies in battle.
            Order DomainThe Order Domain represents discipline and devotion to the laws that govern a society.
            Peace DomainClerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes.
            Tempest DomainGods of the Tempest domain govern storms, sea, and sky, empowering their clerics to inspire fear in the common folk.
            Trickery DomainGods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order.
            Twilight DomainClerics of the Twilight Domain bring comfort to those who seek rest and protect them by venturing into the encroaching darkness.
            War DomainThe gods of war watch over warriors and reward them for their great deeds.
            Nature DomainClerics of the Nature Domain might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods
            Arcana DomainGods of the Arcana domain know the secrets and potential of magic intimately.
            Light DomainGods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun.

            Channel Divinity

            2
            6
            18

            At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

            Turn Undead

            2

            As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

            Harness Divine Power

            2
            6
            18

            At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

            Cantrip Versatility

            4
            8
            12
            16
            19

            Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

            Ability Score Improvement

            4
            8
            12
            16
            19

            When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

            Destroy Undead

            5
            8
            11
            14
            17

            Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below (CR 1/2). This increases to CR 1 at 8th level, CR 2 at 11th level, CR 3 at 14th level, and CR 4 at 17th level.

            Blessed Strikes

            8

            *Replaces the Divine Strike or Potent Spellcasting feature that you may recieve from your Divine Domain.* When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

            Divine Intervention

            10
            20

            Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

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